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Being Supportive: A Guide to the Support Role






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Choose Champion Build:
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Utility Route
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Agressive Route
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Utility Route
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Defensive Route
How to Read This Guide
*(I avoid case-by-case champion matchups and situations intentionally because covering the Support champions is not my goal, but the Support role. Also, going over the details of champion vs. champion takes up a lot of space...Eventually I'll add a Synergy chapter, though)
Most of this guide assumes general background knowledge of most basic LoL elements. If there is lingo you do not understand, I suggest reading up on them. Main ideas or basically anything I deem important enough will be highlighted in to make them more apparent, if they are highlighted in a light blue, this is important information to be remembered, if it is in an orange, it is something urgently telling you what you should not do and/or use.
This guide will be updated regularly to include any and all gameplay changes, so check back on it some time after an update to make sure that you are up to speed, or just to remind me that I should be working on updating it. If any info that I have seems outdated, simply fails to include new elements of gameplay, or could be improved (especially in format and presentation), please let me know.
Being a Support means being a team player. You may not be rewarded very often, but you are rewarded through the satisfaction of holding your team together, hand-in-hand through both victory and defeat.
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Ranged Supports
+ Strong CC and Denial + Highly Mobile + ![]() - Poor Harasser - Lesser Damage |
+ Strong Trading + ![]() + Scales Well - Skill Dependant - Needs MS to effective |
Tanky Supports
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It is a very powerful positioning tool than can let you evade or engage. Take it most, if not all, of the time.
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Very useful for being able to protect your team by mitigating the damage of a specific target.
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Counters sustain, tanks, and even gives vision on the target. This vision does not affect stealthed targets.[/color]
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Use only if your lane partner does not have a protective spell. Otherwise not recommended.
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Should not be taken. Your team can manage its mana well enough without it.
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Gives ineffective vision and should not be taken.
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Runes
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Always have at least 6 defensive runes in both your Glyphs and Seals. The defense is practically required for your early survival.
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Masteries
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Phasewalker ,
Fleet of Foot, and
Wanderer all make map movement easier and assists in reacting to your team.
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Scout gives extra range on your trinkets, making it less risky to use them. Invaluable when you need to ward bushes without practically face-checking them.
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Meditation and
Strength of Spirit offer sustain.
Alchemist and
Culinary Master also do this, but they depend on the use of potions, which become pointless later on.
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Greed ,
Scavenger ,
Wealth , and
Bandit all supply gold generation that help to remove a dependency on farm and kills.
Inspiration makes sure you don't fall behind your lane partner in level. Which happens often with how often you leave the lane to ward.
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Intelligence provides CDR on not only your abilities, but your items.
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Block and
Unyielding reduce damage.
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Recovery ,
Veteran Scars , and
Juggernaut give more health to survive.
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Enchanted Armor scales your obtained resistances better.
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Hardiness and
Reinforced Armor maximize resistance against physical damage.
Sorcery gives CDR, making abilities more often available.
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Mental Force and
Arcane Mastery give AP for scaling off of.
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Expose Weakness increases damage from making plays with your spells.
Variations such as 4/5/21, a convenient page for Supports who want CDR without entirely sacrificing defense, or 0/16/14, a more defensive page that sacrifices utility, are acceptable.
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Vision is the most valuable asset. As a Support, you should be controlling the map and its objectives.
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Yellow Trinket is in general the best choice when starting. Treat it like any Green, except put priority over its use because it is a renewable resource. Upgrade it to become a
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Red Trinket is for aggressive vision control. It is difficult to use effectively because you will have to learn how to notice where wards are, and times that you are safely given the chance to destroy them with minimal loss.
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Blue Trinket is a poor device for vision. It is not recommended for the simple reason that you can easily walk to your objective and have constant vision for much longer. Nonetheless, it is best used in the jungle, where targets can easily be lost while chasing and you can periodically check on objectives like
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Sightstone is essential to being a Support. It should be bought every game and should be in your inventory by your first or second major purchase, if not sooner. It will generate enough wards to keep your area bright before you back for more, and is infinitely efficient because of it. It should be upgraded to
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Gold Income items assist in removing your dependency on farm and kills. One should always be in your inventory when starting a game. Attempt to get the advanced version as soon as possible, the legendary version can wait until you have

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talisman of ascension
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face of the mountain
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Boots are important for ensuring you can move effectively. Buy

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The cheapest movement option, use when you don't expect to be targeted during combat.
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Best consistent movement option, use when you need chasing prowess during combat.
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Use to counter CC and magic damage. Strong against teams with plenty of peel.
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Use to counter AA-reliant champions, such as ADCs and bruisers.
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Best used on supports that scale from damage.
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Do not use unless you are absolutely hurting for CDR.
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The additional movement speed helps in all situations.
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Use to contest enemies closing in on your base.
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Use when you find yourself leading the charge or retreat for your team. Especially useful on champions that are more mobile than their teammates
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These are situational items often found on Supports, use them under the advised situation for the best results.
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Use on champions with a consistently accessible heal or shield to boost the DPS of your teammates.
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The active provides soft-CC to chase or kite.
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Best used when you can consistently damage a target with spells, yet any hard CC does not last longer than the passive.
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Use on champions that could need follow-up CC after spells.
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Best used to maximize your damage output with spells, especially towards tanks.
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Recommended to give sustain and rounded, scaling stats.
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Ensures that your carries can continue dealing damage. Best used on the more potent and long-lasting CC.
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Best used among champions that are usually in the fray among enemies.
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Use to counter magic damage and boost any sustain you may have.
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Use to counter AA-reliant champions, such as ADCs and bruisers.
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Use to counter AA-reliant champions if you are the main target of the battle.
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Recommended for protection against all damage types after having resistances.
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Use for protecting your team from magic damage dealers, especially AoE.
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zeke's herald
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Generally should not be used, but acceptable if you have an AD-heavy team composition.
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Do not use if you still plan on being a Support.
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Do not use. You are not supposed to be pushing lanes, and pets benefit little from it.
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Should not be used, but acceptable against an AA-reliant enemy team composition.
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Not recommended, but acceptable if you have an AP-heavy team composition.
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Know the effects of the ability:
Aqua Prison stuns and damages enemies in an AoE.
Ebb and Flow damages the enemy and sustains your team.
Tidecaller's Blessing provides on-hit CC and damage to an ally.
Tidal Wave powerfully disrupts, CCs, and damages the enemy in an AoE.
Aqua Prison does not stun better, the damage increases and the CD lessens.
Ebb and Flow increases in sustain and damage, the cost increases and the CD doesn't lessen.
Tidecaller's Blessing increases in damage and CC, the cost increases and the CD doesn't lessen.
Tidal Wave increases in damage and CC, the cost doesn't increase and the CD lowers.








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So in summary, your best utility should be ranked first, sustain, defense, and CC take priority over damage, and CD is not significant until it reaches a point where you can use it multiple times in a fight.
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Above is a map of potential warding spots. Choose wisely depending on what control you can have over the map, and what area your team is trying to be active in. Try to only use

Warding in the OK spots is something that usually should only be done if you quickly need vision of a contested area, such as


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The Laning Phase
- Punish the enemy every available opportunity. Harass with AAs against shorter-ranged enemies. If the enemy ADC is about to last-hit a creep, their AA animation prevents them from attacking you while they're attacking the creep, use this to safely damage the enemy ADC.
- Keep yourself within range of your lane partner. Being able to use a spell on them or help engage at a critical moment means you can determine the outcome.
- Do not waste your resources for anything. Always optimize and conserve. Always use your potions if you are below 75% of either mana or health.
- Be aware of engage and harassment ranges for you, your lane partner, and the enemy. Don't engage if your lane partner cannot follow up. Avoid giving the enemy the opportunity to engage. Stay behind minions to prevent most skillshots from reaching you.
- Power spikes in the bottom lane are twice as powerful. Watch both teams for advantages in level because they indicate the arrival of another skill and higher stats.
- Focus the enemy ADC! CC the enemy ADC to prevent them from dealing damage. Focus any damage you have on them to help your lane partner get the kill. If need be, remind your lane partner that they should be damaging the enemy ADC, not the enemy Support.
- Never let yourself stop moving, even when attacking. Attack move by canceling your AA animation after your projectile has been thrown, so you can cover more ground to prevent their escape.
- Back to Base when your health or mana becomes too low. If you cannot properly contribute without over-risking your or your lane partner's life, don't even try.
- When warding, be aware of the enemy movement. If they can get free damage or instigate a fight on either of you, don't try.
- Be aware of when you will miss out on gold; don't leave as creeps are about to die and be aware of whether or not you will get any gold for harassing. With
Relic Shield line, focus on executing siege minions and melee minions, as they grant the most gold.
- You purchase priority should be your advanced gold item (
Frostfang,
Nomad's Medallion, or Targon's Brace),
Sightstone,
Boots, and your legendary gold item (
Frost Queen's Claim, Talisman of Ascension, or Face of the Mountain), in that order. After these initial purchases, proceed to your situational items.
- Buying consumables is something that should always be considered. More
Health Potions and/or
Mana Potions means you can take it easier in lane. A
Vision Ward gives ward-clearing prowess and jungle-safety for the entirety of it's life. Try to hold off from buying
Stealth Wards, though, that gold could be much better spent on other, longer-lasting items, or simply be saved up.
- Do not take CS unless your lane partner cannot get it. Otherwise, do not touch the minions unless you need to freeze or push. Early on, it is difficult to farm under tower: Soften minions with a single hit, if they are not already being attacked, so they will have low enough health to be last-hit by your lane partner.
- Zone the enemy with your presence. Control their movement as much as possible, with the goal of preventing engagements, harass, and farming.
- Do not take kills unless your lane partner cannot get it! Do not let enemies run off if they can be easily killed, either.
- Be aware of the enemy Jungler. If they disappear into the
jungle, let your team know with the ping. If they are ganking top-lane, it is now safer to push to tower or plan something with your own jungler. Same applies to the enemy mid-laner, if they have been gone too long, let your team know and be aware that they might gank you.
- When the enemy jungler ganks, ping accordingly and get to your tower as fast as possible. Avoid using the brush if you can because it will only take longer to get back.
- When they tower dive, and if you can risk it, bait them under tower and let them be targeted, then try to keep them under turret range using CC or more baiting.
- Ask your Jungler to gank if the enemy is pushed to tower and you will be given the health advantage. If the enemy is missing, ask your Jungler to take
Dragon.
- When taking
Dragon, ward the immediate area, keep track of enemy movement, and assist in whatever way you can. Do not let it target your higher damaging teammates, as its attacks reduce their damage output and healing. If you see the enemy, let your team know, never attempt to take
Dragon while someone can steal it, always turn and fight.
The Group Phase
- Focus objectives! You win games through dragons and towers, not kills. Pay attention to the progress of minion waves, and let your team be aware of creep farms about to roll into towers. Keep vision of
Dragon when it is up, or about to be up, and try to have to have your team keep control of it.
- Keep vision of highly trafficked areas when your team is trying to be active nearby. Don't let your team or yourself be caught because there was no vision control.
- In teamfights, focus their biggest damage dealer. CC and damage them as often as possible. Make sure that this is your team's primary target.
- Protect and sustain your biggest damage dealer. Peel for them and make sure they aren't trying to fight someone off alone.
- Work with your team! Communicate to take objectives and make battle plans. Use pings to communicate swiftly and easily. Do not be toxic and uncooperative!
- Do not get caught out, always stay near a teammate so you have a better chance of escaping, if not fighting back.
- Keep aware of enemy movement, call out the appropriate pings when they leave your sight or are about to close in on a teammate.
- When taking
Baron, ward the immediate area, keep track of enemy movement, and assist in whatever way you can. It is very risky to try and take
Baron without the enemy team being accounted for, watch out for any magic damage dealer because they can wipe your team given the opportunity, as its attacks increase magic damage taken.
- Towers are not worth risking your life. Your team can attempt to destroy them at any time, so return when you have the advantage to take them safely. Inhibitors are, however, because they provide strong lane pressure for the next 4 minutes.
Contributors
As I work to improve this guide, some of it just wouldn't be possible without these people:
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- jhoijhoi for Making A Guide, I would have been totally and completely lost with it!
- Laggermeister for Ten Commandments of Guide Writing, it made the expectations from the community really clear to me.
- Lugignaf for supplying the template image of SR, it made my grueling search come to a relieving end.
- Pallis123 for showing how to correctly display the
Veteran Scars mastery, I can't believe I missed something so simple.
Frequently Asked Questions
Ask a Question! | I'll give the answer! |
Now I am a bot lane main who does some jungling on the side. I created this guide to explain the basics of being a Support, as I feel it is one of the least understood roles because of its unpopularity.
I didn't try to make this guide particularly flashy. Mostly because I don't have the resources nor know-how to create my own dividers and such. I also tried to make it as objective and formal as possible, it just irks me when I see authors applying their opinion as fact, and not stating it as such, or even being theoretical with their information.
Which is also why I placed this section at the end, since I felt it's unimportant as to the purpose of this guide, but I put it here anyways to leave some personal notes without ruining the integrity of my writing.
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